Transactions on Edutainment IV

Transactions on Edutainment IV PDF Author: Zhigeng Pan
Publisher: Springer Science & Business Media
ISBN: 3642144837
Category : Computers
Languages : en
Pages : 287

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Book Description
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This volume contains a selection of 12 outstanding contributions from Edutainment 2010, the 5th Int. Conference on E-Learning and Games, held in China in August 2009. The main focus of these papers is on e-learning system and applications, game techniques for learning, and virtual reality techniques for entertainment. In addition, 10 regular papers are included, which focus on virtual reality and game systems for learning and animation and interaction for entertainment.

Transactions on Edutainment IV

Transactions on Edutainment IV PDF Author: Zhigeng Pan
Publisher: Springer Science & Business Media
ISBN: 3642144837
Category : Computers
Languages : en
Pages : 287

Get Book

Book Description
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This volume contains a selection of 12 outstanding contributions from Edutainment 2010, the 5th Int. Conference on E-Learning and Games, held in China in August 2009. The main focus of these papers is on e-learning system and applications, game techniques for learning, and virtual reality techniques for entertainment. In addition, 10 regular papers are included, which focus on virtual reality and game systems for learning and animation and interaction for entertainment.

Advances in Personalized Web-Based Education

Advances in Personalized Web-Based Education PDF Author: Konstantina Chrysafiadi
Publisher: Springer
ISBN: 3319128957
Category : Technology & Engineering
Languages : en
Pages : 156

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Book Description
This book aims to provide important information about adaptivity in computer-based and/or web-based educational systems. In order to make the student modeling process clear, a literature review concerning student modeling techniques and approaches during the past decade is presented in a special chapter. A novel student modeling approach including fuzzy logic techniques is presented. Fuzzy logic is used to automatically model the learning or forgetting process of a student. The presented novel student model is responsible for tracking cognitive state transitions of learners with respect to their progress or non-progress. It maximizes the effectiveness of learning and contributes, significantly, to the adaptation of the learning process to the learning pace of each individual learner. Therefore the book provides important information to researchers, educators and software developers of computer-based educational software ranging from e-learning and mobile learning systems to educational games including stand alone educational applications and intelligent tutoring systems.

Entertainment Computing - ICEC 2014

Entertainment Computing - ICEC 2014 PDF Author: Yusuf Pisan
Publisher: Springer
ISBN: 366245212X
Category : Computers
Languages : en
Pages : 248

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Book Description
This book constitutes the refereed proceedings of the 13th International Conference on Entertainment Computing, ICEC 2014, held in Sydney, Australia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.

Contemporary Uses of Technology in K-12 Physical Education

Contemporary Uses of Technology in K-12 Physical Education PDF Author: Steve Sanders
Publisher: IAP
ISBN: 1617359610
Category : Education
Languages : en
Pages : 229

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Book Description
What do teachers, principals, school administrators, superintendents, state policy makers, and parents need to know about the growing trend to use technology in physical activity environments? How can technology be used to increase not only fitness levels but academic learning in today’s youth? How can kids benefit from increased use of technology in physical education? These questions and others are answered in this volume of the series Educational Policy in the 21st Century: Opportunities, Challenges, and Solutions. An entire generation is growing up without the benefits of daily physical activity. The daily experiences of our children are centered on the use of technology driven, mostly sedentary, activities. Technology should be considered a viable tool that can increase physical activity levels when implemented effectively. The lack of contemporary programs and strategies that motivate participants to want to participate daily in physical activity has created a culture of inactivity and obesity and is having a profound effect on the physical health and academic learning potential of today’s youth. In this volume the authors suggest current trends and explore the enormous potential of technology in motivating youth to commit to daily physical activity. Authors detail contemporary programs, teaching strategies and contemporary technologies beginning to be used in schools across the country, and suggest policies, directions, and cost considerations for implementing technology based learning in physical activity and physical education settings.

Entertainment Computing - ICEC 2012

Entertainment Computing - ICEC 2012 PDF Author: Marc Herrlich
Publisher: Springer
ISBN: 364233542X
Category : Computers
Languages : en
Pages : 614

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Book Description
This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.

Educational Data Mining

Educational Data Mining PDF Author: Alejandro Peña-Ayala
Publisher: Springer
ISBN: 3319027387
Category : Technology & Engineering
Languages : en
Pages : 468

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Book Description
This book is devoted to the Educational Data Mining arena. It highlights works that show relevant proposals, developments, and achievements that shape trends and inspire future research. After a rigorous revision process sixteen manuscripts were accepted and organized into four parts as follows: · Profile: The first part embraces three chapters oriented to: 1) describe the nature of educational data mining (EDM); 2) describe how to pre-process raw data to facilitate data mining (DM); 3) explain how EDM supports government policies to enhance education. · Student modeling: The second part contains five chapters concerned with: 4) explore the factors having an impact on the student's academic success; 5) detect student's personality and behaviors in an educational game; 6) predict students performance to adjust content and strategies; 7) identify students who will most benefit from tutor support; 8) hypothesize the student answer correctness based on eye metrics and mouse click. · Assessment: The third part has four chapters related to: 9) analyze the coherence of student research proposals; 10) automatically generate tests based on competences; 11) recognize students activities and visualize these activities for being presented to teachers; 12) find the most dependent test items in students response data. · Trends: The fourth part encompasses four chapters about how to: 13) mine text for assessing students productions and supporting teachers; 14) scan student comments by statistical and text mining techniques; 15) sketch a social network analysis (SNA) to discover student behavior profiles and depict models about their collaboration; 16) evaluate the structure of interactions between the students in social networks. This volume will be a source of interest to researchers, practitioners, professors, and postgraduate students aimed at updating their knowledge and find targets for future work in the field of educational data mining.

Chemistry Education

Chemistry Education PDF Author: Javier García-Martínez
Publisher: John Wiley & Sons
ISBN: 3527679324
Category : Technology & Engineering
Languages : en
Pages : 792

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Book Description
Winner of the CHOICE Outstanding Academic Title 2017 Award This comprehensive collection of top-level contributions provides a thorough review of the vibrant field of chemistry education. Highly-experienced chemistry professors and education experts cover the latest developments in chemistry learning and teaching, as well as the pivotal role of chemistry for shaping a more sustainable future. Adopting a practice-oriented approach, the current challenges and opportunities posed by chemistry education are critically discussed, highlighting the pitfalls that can occur in teaching chemistry and how to circumvent them. The main topics discussed include best practices, project-based education, blended learning and the role of technology, including e-learning, and science visualization. Hands-on recommendations on how to optimally implement innovative strategies of teaching chemistry at university and high-school levels make this book an essential resource for anybody interested in either teaching or learning chemistry more effectively, from experience chemistry professors to secondary school teachers, from educators with no formal training in didactics to frustrated chemistry students.

Research Anthology on Developing Critical Thinking Skills in Students

Research Anthology on Developing Critical Thinking Skills in Students PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1799830233
Category : Business & Economics
Languages : en
Pages : 1537

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Book Description
Learning strategies for critical thinking are a vital part of today’s curriculum as students have few additional opportunities to learn these skills outside of school environments. Therefore, it is essential that educators be given practical strategies for improving their critical thinking skills as well as methods to effectively provide critical thinking skills to their students. The Research Anthology on Developing Critical Thinking Skills in Students is a vital reference source that helps to shift and advance the debate on how critical thinking should be taught and offers insights into the significance of critical thinking and its effective integration as a cornerstone of the educational system. Highlighting a range of topics such as discourse analysis, skill assessment and measurement, and critical analysis techniques, this multi-volume book is ideally designed for teachers/instructors, instructional designers, curriculum developers, education professionals, administrators, policymakers, researchers, and academicians.

Teaching Computational Thinking in Primary Education

Teaching Computational Thinking in Primary Education PDF Author: Ozcinar, Huseyin
Publisher: IGI Global
ISBN: 1522532013
Category : Education
Languages : en
Pages : 337

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Book Description
Computational technologies have been impacting human life for years. Teaching methods must adapt accordingly to provide the next generation with the necessary knowledge to further advance these human-assistive technologies. Teaching Computational Thinking in Primary Education is a crucial resource that examines the impact that instructing with a computational focus can have on future learners. Highlighting relevant topics that include multifaceted skillsets, coding, programming methods, and digital games, this scholarly publication is ideal for educators, academicians, students, and researchers who are interested in discovering how the future of education is being shaped.

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare PDF Author: Klaus Bredl
Publisher: IGI Global
ISBN: 1466636742
Category : Computers
Languages : en
Pages : 382

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Book Description
"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.